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Copy file name to clipboardExpand all lines: readme.md
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@@ -16,22 +16,22 @@ The API will likely change in the future as more scripting support is rolled out
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- If your game logic is encapsulated with scripts it becomes easilly moddable
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- Allows writing game logic/UI in a smaller language, making development more accessible to non-coders on your team
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## State of this crate
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-[x]Script host interface
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-[x]Hot re-loading scripts (on script asset changes, scripts using those assets are re-started)
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-[x]Mlua integration
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-[x]Rhai integration
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-[x]Customisable script API's
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-[x]Event based hooks (i.e. on_update)
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-[x]Flexible event scheduling (i.e. allow handling events at different stages rather than a single stage based on the event)
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-[x]Multiple scripts per entity
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-[x]Multiple instances of the same script on one entity
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-[x]Extensive callback argument type support
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-[ ]General Bevy API for all script hosts (i.e. Add component, remove component etc.). On track for Bevy 0.8
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-[x] Utilities for generating script native documentation
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-[ ] Tests
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-[x] Optionally loading external lua libraries via `require` (enabled with `unsafe_lua_modules` cargo feature due to potential unsafety)
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## Features
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- Script host interface
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- Hot re-loading scripts (on script asset changes, scripts using those assets are re-started)
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- Mlua integration
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- Rhai integration
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- Customisable script API's
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- Event based hooks (i.e. on_update)
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- Flexible event scheduling (i.e. allow handling events at different stages rather than a single stage based on the event)
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- Multiple scripts per entity
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- Multiple instances of the same script on one entity
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- Extensive callback argument type support
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- General Bevy API.
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-Lua implementation of Bevy API (and support for more langauges incoming)
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-Utilities for generating script native documentation
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-Loading external lua libraries via `require` (enabled with `unsafe_lua_modules` cargo feature due to potential unsafety)
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## Usage
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-`SCRIPT_DOC_DIR` - documentation is generated in `assets/scripts/docs` or to the path in this ENV variable if it's set.
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## Scenes
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The `Script` components will persist a scene load, but their script contexts won't, after a scene load you must manually reload the scripts using `Script::reload_script`
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## Examples
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To see more complex applications of this library have a look at the examples:
@@ -313,8 +316,8 @@ To see more complex applications of this library have a look at the examples:
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